Crafting-focused Angband mod under development

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  • Optimality
    Scout
    • Apr 2009
    • 36

    #16
    Atarlost: I'm planning on having customization. I'm hoping to prevent munchkinware with the quality points system and probably capping the total number of possible points.

    Comment

    • Optimality
      Scout
      • Apr 2009
      • 36

      #17
      Okay, I think I've got enough in to justify a 0.1 version. There's a crafting menu, some basic mats, and some very basic recipes. I'm just trying to give you an idea of what the basics of the variant will be like. Hit "O" to open the crafting menu.

      This is my first time doing a release of anything, and I cross-compiled the Windows version from my Mac, so please let me know about any problems with those. The Linux release is just the source.

      Please let me know what you think! There's a lot more to come!

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9637

        #18
        Originally posted by Optimality
        The Linux release is just the source.
        My compiler (gcc 4.3) takes exception as follows:

        Code:
        crafting.c: In function ‘lookup_recipe_target’:            
        crafting.c:72: error: ‘for’ loop initial declaration used outside C99 mode
        to this bit of code:

        Code:
        /* Find the first recipe with this target.*/
        const recipe_type * lookup_recipe_target(int kind)
        {
        	for (int i = 0; i < N_ELEMENTS(recipes); ++i)
        	{
        		if (recipes[i].target.kind == kind)
        			return &recipes[i];
        	}
        
        	return NULL;
        }
        Not an error I've seen before. Hope this is helpful.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Optimality
          Scout
          • Apr 2009
          • 36

          #19
          Oh yeah - I had to crank the compiler settings way down on the windows release too. Basically it's being way too pedantic . I'll have a new package up in a second.

          Comment

          • Optimality
            Scout
            • Apr 2009
            • 36

            #20
            Okay - v 0.1.1 should fix that problem.

            Comment

            • Optimality
              Scout
              • Apr 2009
              • 36

              #21
              Quick progress report - v 0.2 is out. This version adds different "grades" to the materials - items crafted using higher grades of materials will now have better magical effects.

              I wouldn't call this version "playable" yet. There's no guided crafting and the randomization isn't very good. No attempt has been made to balance the crafting at this point either - first pass at balancing comes in 0.3 , along with the ability to control the properties of the item you're crafting.

              Comment

              • PaulBlay
                Knight
                • Jan 2009
                • 657

                #22
                Originally posted by Optimality
                Quick progress report - v 0.2 is out.
                I added a stub page for your variant at RogueBasin.



                Fill in / correct details as you wish.
                Currently turning (Angband) Japanese.

                Comment

                • Optimality
                  Scout
                  • Apr 2009
                  • 36

                  #23
                  Cool, thanks!

                  Comment

                  • Rizwan
                    Swordsman
                    • Jun 2007
                    • 292

                    #24
                    Originally posted by Optimality
                    Yeah, I don't like the term "refine," but I couldn't come up with anything better yet . Easy enough to change it when I do.
                    How about 'render'?

                    Comment

                    • Optimality
                      Scout
                      • Apr 2009
                      • 36

                      #25
                      "Render" makes me think of rendering fat, or graphics. I'm going with "extract" right now (and trying not to think about vanilla when I type it ).

                      Comment

                      • Pete Mack
                        Prophet
                        • Apr 2007
                        • 6883

                        #26
                        You can always check the thesaurus. I kind of like sublimate and essentialize.

                        Comment

                        • PaulBlay
                          Knight
                          • Jan 2009
                          • 657

                          #27
                          Reclaim is a good word for recovering material by breaking up items.

                          Refine is technically correct for extracting metal from ore.

                          Extract would be best for getting chemicals from liquids, plants, etc.

                          Distil for getting pure chemicals (usu. liquids) by heating.
                          Currently turning (Angband) Japanese.

                          Comment

                          • Optimality
                            Scout
                            • Apr 2009
                            • 36

                            #28
                            I'm making my first pass at balancing things - the table of quality points assigned to each item power is up at http://code.google.com/p/craftband/wiki/ItemQPTable

                            I expect to tune this primarily through playtesting, but I'd appreciate it if some other people would take a quick pass through it and let me know what you think is over (or under) priced relative to other things.

                            Right now I'm figuring end-game crafted arts should have around 50 points or so, mid-game about 25. Those numbers are subject to balancing, of course.

                            Please let me know what you think, either here or in comments on the wiki. Thanks!

                            Comment

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6883

                              #29
                              You might want to look at the current V code for object power. Magnate's been doing some work on this; at the very least, V randarts are no longer broken.

                              Comment

                              • Optimality
                                Scout
                                • Apr 2009
                                • 36

                                #30
                                Yep; I'd looked through it previously, and the numbers on the wiki should more closely reflect them now.

                                I'm not sure how I want to do some of the pval stuff - probably a table lookup, although that makes it weird for the players. To_hit and to_dam also needs to be on a table.

                                Comment

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